Considering Cybersickness in VR for Learning

Conference Archive

Realities360 2018 Conference - June 27, 2018

Alexander Walker

Cybersickness
is a term for motion sickness that you feel in a virtual environment. The
potential for experiencing cybersickness often prevents learners from engaging
in VR experiences, and experiencing it can decrease learners’ motivation and
possibly leave them with negative after-effects that hinder learning. Understanding
how cybersickness can impact learners, and how to prevent it, is critical as VR
gains broader use.

In this
session, you will learn why cybersickness occurs and what impact it has on the
learner. You will learn how elements of the VR equipment, the simulation
environment, and the activities that learners engage in in that environment can
impact the onset or experience of cybersickness. Finally, you will learn
different techniques for assessing learners’ susceptibility to cybersickness;
how to mitigate the symptoms if someone begins to feel the effects; and what
guidelines to follow to create experiences that have the best chance of
avoiding cybersickness.

In this session, you will learn:

What
cybersickness is

What
elements of VR environments can lead to cybersickness

What
impact cybersickness can have on a learner

How to
assess a learner’s susceptibility to cybersickness

How to
mitigate the potential for cybersickness in a VR learning environment

Audience:

Designers
and developers.

Technology discussed in this session:

General VR
environments and equipment.

Handouts

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